The Stuart is a pretty disappointing vehicle. Its biggest selling point is its timing compared to other light tanks, but its capabilities compared to a T-70 or Puma are pretty disappointing.
I routinely find myself with vet 2 Stuarts with only 2-3 kills, while the 222 I was supposed to be countering has 8-9 kills and better lategame utility.
Seriously, check some replays if you don't believe me and think yours do better. It can't kill infantry worth a damn. The nerf to the main gun neutered a lot of its AI capabilities and turned it into a fairly dedicated AT unit that leans heavily on its fixed abilities to be useful.
I don't play a ton of 3v3, but for 4v4 I personally just don't see lone REs vs lone Pios very often there. Its much more my full force vs your full force style engagements. YMMV.
Personally I also don't bother rushing the fuel with the REs. I find it nearly impossible to beat an MG42 that early on, so just grabbing my more basic caps makes more sense to me. I'll come back and pressure it when I have a larger force of Rifles, Smoke, (Mortar or Grenade) and the Ambo for forward reinforce. (usually minute 3 or so) My early REs mostly focus on securing VPs and putting down tank traps and wire, then get pressed into MG bait so I can figure out exactly where it is.
First, REs continue to get combat bonuses as they vet while every other Engineer other than Sturms doesn't. While they aren't huge buffs, they are noticeable, and mean the squad scales a lot better vs mainlines than the other Engineers.
Second, USF doesn't get mines and has self repair. This frees REs up a lot more than the Engineers of the other factions, and usually means you get an extra squad to cap with and add fire support.
Third is just the easy access to double heavy weapons. (without locking the sweeper no less) They can bring way more firepower to the field than anything other than Royal Engineers. No one else has such a convenient place to put double handheld AT Guns without wrecking the AI of a good mainline squad.
Fourth is just the Smoke Grenade. People get too caught up in how bad Volley Fire is and ignore this, but being able to smoke an MG early is a huge advantage that no other Engineer can do.
I won't pretend they are my favorite Engineer, but they aren't bad. They were nerfed at one point because RE spam was too good, and suffer for it a bit nowadays. But, While I'll always hold that the USF starting unit should have been a scout or proto-pathfinder, I can live with REs in their current form as well.
In relation to the comments about the linear playstyles of the expansion factions, I've really come to think that the split tech setup is garbage.
Ostheer (and to a lesser extent Soviets) get everything as they tech, while USF/OKW are forced to make awkward choices that cut down on their actual roster size, which in turn leads to said linear playstyles.
By the time they have access to medium tanks, Ostheer and Soviets also have access to all the common tools used in 1v1, while USF and OKW are still playing with 1 arm tied behind their back. Hence the need for these factions to snowball.
Actually I don't remember a single triple A company game where the public has been able to play-test over a year before launch. Do you know one? Because I'm genuinely curious. The CoH2 Alpha launched in early 2013, a couple of months before release if I'm not mistaken. And looked totally different (and worse) than the release version of June 2013.
To me, thats actually not that far off from what we got in the release build though. Which is why what we have now is concerning rather than comforting. Tons of modern releases are hide behind the 'its just beta' line (Cyberpunk, Battlefield 2042, Anthem, Watch Dogs) only to retain all those bugs or poor design choices at launch.
Even CoH2 had a rocky start and it took years to get CoH2 to where it is today. Even more than that, the developers never really left the game in a great place. They offloaded balance to the community team, which let them turn the multiplayer into a solid game, but single player and co-op are still buggy, broken messes. Tons of UI, QoL, and Netcode updates should have been implemented as well and never were. The decision not to allow for roster overhauls was completely ridiculous. I really enjoy playing CoH2, but it has some huge issues that were more or less abandoned, and I see no reason to see why CoH3 will be any different.
I get what you mean but we will see. I think the CoH1 US vs Wehrmacht matchup was always extremely popular in the CoH fanbase and personally I think this even improved in CoH3. Not to mention that I am pretty sure that more factions will come as well
I'm not a fan. CoH2 pacing and matches felt way more entertaining to me than CoH1s ever did. People love it in CoH1 because its the only matchup without a gimmicky army that ruins any semblance of balance, not for its innate strength.
I think IntoTheRains basing his statements on the public Relic we see where it takes 6 months to put together a map patch. Something any one of us could do in 2-3 days tops. Lets hope that is because a patch is low priority and the guys/gals have their heads down and getting to it now.
I almost made a working 1v1 Coh style game in a month by myself in my spare time. So we should see some massive changes pretty quick.
Most of my complaints are actually toward the general direction of the gameplay and roster design right now, but yes, Relic doesn't make quick progress on anything and the dwindling time we have remaining has to include 2 more faction designs as well as a ton of UI work and bug fixes. This suggests (along with a quick talk with Miragefla) that the factions we have now are pretty much what the final rosters are going to look like.
This looks like you have some misconceptions about software dev.
The build designation of alpha has no bearing on how far away the game is from full release, first of all.
Secondly, it'll only be beta when there's a build called beta and it's in player's hands for beta testing.
Your assumptions say that you think they don't have enough time to go beta(!) In truth, it's up to them how long they take and when they start labelling their builds differently.
If the labels are arbitrary then the 'pre-alpha' defense doesn't make any sense as a shield then. However they want to define it, the game is less than a year from its intended launch and a LONG ways from finished.
Apparently there is a rule now saying "software that is 1 year away from launch must be in beta state"
Tell me what other game was in 'pre alpha' state less than a year from launch? Tell me what decent game you played that had less than 6 months of beta testing? Tell me what game successfully went from pre-alpha to full on beta in 6 months? Cause I sure as hell can't think of any. This is going to be a shitshow.
And nothing has really changed since the SP test in July? Are you sure we were playing the same build?
Well lets see. The factions are still the same set of units in SP and the faction previews despite being heavily homogonized. The factions themselves still have no faction specific mechanics. The gameplay itself is still an attempt to copy CoH1 despite CoH2 having 4x the playerbase. They have shown no new ideas that weren't present in the previous two games outside of breach, which they are touting as being a gamechanging mechanic despite it being little more than a simple unit mechanic. Literally the only new concept is moving the Campaign into a Total War style system, which itself is a copy of the Rome: Total War campaign.
Changing some unit stats around isn't what I would consider major progress toward designing a good game when the game has so many deeper problems.
I'm increasingly convinced the game is nothing more than a quick, soulless cash grab. Its only chance for longevity will depend on how easy it is to mod.